work3's Forum Posts

  • Ah, maybe not so amazing.. It's still doing it....this one is really vexing me

  • Amazing! thankyou so much - should I be using this for any multiple instance of anything? for example, particle fading or scaling?

  • I have a feature i am working on in my game where the enemy is destroyed, and a coin shoots out and homes in on the player for auto collection.

    the problem is, I am using a dummy sprite on a bullet behaviour to rotate to the player object at a rapid speed of 400.

    each enemy, before it is set to destroy, creates a dummy sprite with the bullet behaviour, then immediately after a coin sprite is spawned that takes the UID of that dummy and stores it as a private variable. and the matching coin variable is used to pair the coin with the dummy..

    which I believe is the correct way of doing things..right?

    problem is, a singular destroyed enemy is fine and works as it should, but if i destroy enemies in rapid succession, the parent dummies are moving as they should to the player, but are leaving some (not all) of the paired coin sprites behind...

    I'm using:

    (event)

    Always

    coin value = to dummy UID

    (action)

    coin sprite set x to dummy .x

    coin sprite set y to dummy .y

    can anyone help?

  • ah, thankyou!

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  • Is it possible to set an objects x position ONLY to an objects image point? It seems I can only set both.. Is there a way around this? I'm trying to change the y position of a sprite constantly, but bind the x to another objects image point....

    Thanks as always

  • Thanks, even with the new version there's a 1 minute wait before I can start editing after a run...

  • I got the latest, thanks, the auto update didn't work

  • I spent the morning checking this out, the d pad doesn't have any lag on a short test cap for the digital pad, so I guess it's my sucky code...although I have found that the pad and joystick controllers can sometimes have a dead zone in the center which can be received as lag.. I tried a digital 360 arcade stick so I coud hear a solid click as feedback for the joystick responding, also monitors can be slow to update...

    Hmmm...

    Apologies for wasting anyone's time

  • Do you mean construct classic r1.2 ? If so, yes..

  • My cap is increasing in size and has a lot of graphics, and every time I exit a test run, construct hangs for a while..it's taking a looooong time before I can edit again, does anyone else have this issue, or know how to stop it?

  • Thanks for the caps jay jay, but I was using the digital pad.. As mentioned, I think a simple cap and fraps may shed some light

  • I think I will have to make some video grabs in fraps to see what's going on

  • Hi all

    I'm working on a shooter using classic and I noticed there seems to be a slight lag of a few

    Ms when I use the Xbox controller instead of the keyboard.. I'm using an always condition for the input

    At present, can anyone confirm my suspicions or tell me a way to get an immediate response?

    Thx in advance as always

  • the cap is a pretty hefty action game, its a rather large event sheet, I'll try deleting objects first, then chunks of code..will take a while though

  • well, i tried a blank direct x game and and i got a blank screen up straight away every time i ran it.

    what could be wrong with it?